function features_dictator_execution(damage,addrage,attacker,receiver,minmax,userdata,hitbacking)

	if minmax==0 and not Attack.act_feature(receiver,"undead,pawn,boss,plant,golem,mech") 
	    and Attack.atk_name() == "domination" and damage>0 then
 	    Attack.atom_spawn(receiver,0,"effect_bloodspawn")
	end
    
	if minmax == 0 and Attack.atk_name() == "execution" and damage >= Attack.act_totalhp(receiver) and not Attack.act_pawn(receiver) then
	
		local fear=50
		local level=3
		local duration=2
		Attack.act_damage_addlog(receiver,"add_blog_exec_",true)
		for i=1, Attack.act_count()-1 do
		
			if Attack.act_enemy(i) and Attack.act_applicable(i) and Attack.act_hp(i) > 0 then
			
				Attack.act_apply_spell_begin( i, "effect_indecision", duration, false )
				Attack.act_apply_par_spell("initiative", -1, 0, 0, duration, false)
				Attack.act_apply_spell_end()
				Attack.atom_spawn(i, 0, "effect_execution", Attack.angleto(i),true)
								
				if Game.CurLocRand(1,100)<fear and Attack.act_level(i)<=level and not Attack.act_feature(i,"mind_immunitet") and not Attack.act_feature(i,"undead") and damage>0 and not Attack.act_feature(i,"pawn") and not Attack.act_feature(i,"boss") then
					Attack.act_apply_spell_begin( i, "effect_fear", duration, false )
						Attack.act_apply_par_spell("autofight", 1, 0, 0, duration, false)
					Attack.act_apply_spell_end()
							Attack.act_damage_addlog(i,"add_blog_fear_")
							Attack.atom_spawn(i, 0, "magic_scare", Attack.angleto(i),true)
				end
				
			end

		end
	end

	if Attack.atk_name() == "extermination" then
  
	damage = damage + ((damage*(Attack.act_size(attacker)*8))/100)

	

		if minmax == 0 and damage >= Attack.act_totalhp(receiver) and not Attack.act_pawn(receiver) then
	
			local level=3
			local duration=2
			Attack.act_damage_addlog(receiver,"add_blog_exec_",true)
			for i=1, Attack.act_count()-1 do
		
				if Attack.act_enemy(i) and Attack.act_applicable(i) and Attack.act_hp(i) > 0 then
			
					Attack.act_apply_spell_begin( i, "effect_indecision", duration, false )
					Attack.act_apply_par_spell("initiative", -1, 0, 0, duration, false)
					Attack.act_apply_spell_end()
					Attack.atom_spawn(i, 0, "effect_execution", Attack.angleto(i),true)
								
					if Attack.act_level(i)<=level and not Attack.act_feature(i,"mind_immunitet") and not  Attack.act_feature(i,"undead") and damage>0 and not Attack.act_feature(i,"pawn") and not Attack.act_feature (i,"boss") then
						Attack.act_apply_spell_begin( i, "effect_fear", duration, false )
						Attack.act_apply_par_spell("autofight", 1, 0, 0, duration, false)
						Attack.act_apply_spell_end()
						Attack.act_damage_addlog(i,"add_blog_fear_")
						Attack.atom_spawn(i, 0, "magic_scare", Attack.angleto(i),true)
					end
				
				end

			end
		end
		if minmax == 0 and Attack.act_level(receiver) > 3 and damage < Attack.act_totalhp(receiver) and not Attack.act_pawn(receiver) then
			
  			if not Attack.act_feature(receiver,"boss,pawn") then
				 local prob = Game.CurLocRand(10,30)
   			  	
    			 	Attack.act_del_spell(receiver,"spell_defenseless")
    				Attack.act_apply_spell_begin(receiver, "spell_defenseless", 3, false )
    				Attack.act_apply_par_spell( "defense", 0, 0, -prob, 3, false)
    				Attack.act_apply_spell_end()
				
   				 Attack.atom_spawn(receiver, dmgts, "magic_shield", Attack.angleto(receiver))
				Attack.act_damage_addlog(receiver,"add_blog_di_defens_")
 		 	end
		end
	end






    return damage,addrage

end






